72 lines
1.8 KiB
GDScript
72 lines
1.8 KiB
GDScript
extends Node2D
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var wave_count: int = 0
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var enemy_count: int = 0
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var enemy = preload("res://scenes/enemy_chicken.tscn")
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@export var wave_complete: bool = false
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const COLS: int = 5
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const ROWS: int = 3
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func _ready():
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wave_count += 1
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EventBus.enemy_died.connect(_on_enemy_died)
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func spawn_enemies():
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print("Enemy Wave: ", wave_count)
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for x in range(COLS):
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for y in range(ROWS):
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var e = enemy.instantiate()
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var pos = Vector2(x * (28 + 4) + 56, 28 * 2 + y * 38)
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add_child(e)
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e.start(pos)
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enemy_count = ROWS * COLS
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await get_tree().process_frame
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print_debug("Remaining enemies: ", enemy_count, ", ", get_tree().get_nodes_in_group("enemies").size())
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func _on_enemy_died():
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enemy_count -= 1
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wave_status()
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func update_enemy_aggression(low,high):
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var nodes = get_tree().get_nodes_in_group("enemies")
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for node in nodes:
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if node is Area2D:
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node.enemy_move_aggression = randf_range(low,high)
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node.enemy_shoot_aggression = randf_range(low,high)
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node.tween_speed = min(low,high) - .75
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func wave_status():
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if enemy_count > 0:
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enemy_aggression_check()
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wave_complete = false
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else:
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EventBus.goose_talk.emit(1)
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wave_initialize()
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wave_complete = true
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func wave_initialize():
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await get_tree().create_timer(2).timeout
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wave_count += 1
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spawn_enemies()
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func enemy_aggression_check():
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if enemy_count == ROWS * COLS / 2:
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print_debug("Enemy count is 50%")
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update_enemy_aggression(2,10)
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EventBus.goose_talk.emit(0)
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if enemy_count == ROWS * COLS / 4:
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print_debug("Enemy count is 25%")
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update_enemy_aggression(1,1)
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